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Acemist isle. Awfully poor and christian place where its citizens die of old age, live a boring puritanical life and enjoy spreading their ludicrous beliefs. A second Poland, some call it. Do not underestimate them, however: they even managed to convert some of your creatures. Their abominable accent makes the name sound as if they were mumbling 'Assmist isle'. A fitting future name for the isle once your bile demons are done with it, don't you think?

There are some changes in this campaign:
Avatar is no longer one of kind and is considered a lord of the land.
Avatar's abilities changed to make him melee focused making him much more devastating foe, actually deserving the title lord of the land rather than being an overly durable wizard.
lvl 1: Melee swing
lvl 2: Armour
lvl 4: Heal
lvl 6: Freeze
lvl 8: Meteor
lvl 9: Invisibility
lvl 10: Speed

Warlock's base health increased from 350 to 375.
Warlock's spellbook changed - added teleport at level 5 and word of power becomes available at level 7 along with sight.
Sleep experience gained when next to gold increased from 200 to 250.

Tentacle's sleep experience gained when next to water increased from 400 to 600.

Samurais don't see invisible units by default but only when they gain sight at level 10.

Vampires gain poison cloud at lvl 6.

Wizards' missile replaced with fireball. Wizards can shoot poison cloud at lvl 3. Wizards are no longer immune to gas.

Spoiler

(this walkthrough assumes you read all the hints and objectives that appear ingame)
(full walkthrough for version 1.2 coming soon)

Videowalktrough for 1st and 5th level above.

Don't Fear the Reaper
Tunneler appears and will dig towards you once you summon an imp. Although he's slow and dumb and sometimes forgets what he's doing and returns you still don't have much time. Build your dungeon and focus on research. Dig east for gold, no danger there. Drop bugs and flies back to entrance so they don't occupy space (creature limit is 7). Keep must obey spell on and slap your creatures so they hurry up. When barracks and torture chamber are available build some to attract orcs and mistresses. Put everyone to training room, slap then often. There is a challenge when won you'll be 50,000 gold richer in the next realm(:you'll need to defeat both dwarves, claim the 2 white paths from both sides, dig one slab and touch the eye on the altar before the timer runs out; beware,the warlock might mess up your small army). One or two parties of tentacles will attack but the chances are you won't even notice and the ally will deal with them. After the tunneller is dead, save your game. Try to make the ally meet the reaper first, so his creatures drain some of his HP. This should not be a problem but sometimes luring him in possesion mode is needed. Reaper can 2-3 hit your creatures so if in serious danger, hold your mages in hand, drop them to fire and pick them up. The game is won after the reaper is defeated.

Ziggurat Blitz Massacre
What was that? Previous map seemed too short? Don't worry this one makes up for it. Take care for your imps at the beginning as you have no create imp spell. Do not dig out the gold pile northern to yellow keeper's lair, as it will level up his warlocks later. Claim the area around you. Notice that the most southern tile you can claim has a conceal monster spell. Hero parties will be digging from the south to your dungeon, later giving you access to graveyards; claiming them is the key for winning this map. Drop your imps around graveyard and continue claiming. Ignore the room with dwarves and barbarians for now. Drop all your imps on the northern spot with wizards and allied warlocks. Imps will have no problem defeating wizards. Then break the north door, claim library, dig some gold and get the disease spell located to the west of the northern gold vein. Break the door of the room with dwarves and barbarians and lure them out. When standing on your tiles, cast disease on of them and retreat. After the disease has spread and most of them has died, conceal your imp and claim the guard post they are using. Finish off the remaining heroes using the allied warlocks. When you get your first vampire break the remaining door and kill the monks. If you were quick enough, you'll be able to free some more allied warlocks.
Break into another room and wait for monks to come out. Careful, hold imps in your hand because of fairies. Progress through northern area and get more vampires. Small northern room has call to arms spell which you'll use to free the dragons from the room ahead. Now dig along the room borders and soon you'll be in an open area and an altar with a green aura on it. Possess any creature and walk over it. This will generate imps for you when less than five are under your command.
Now progress, get as many vampires as you can, free as many yellow keeper's creatures. When invaded from south, try to kill the tunneller on your area. He carries lots of gold and if he drops it on the other keeper's rooms you won't be able to pick it up. Sometimes he will wonder off and dig around fortified rooms so if you're lucky you're be able to claim some graveyards early. Also, notice there is a cave east about 10 tiles south and 7 east to yellow keeper's southern bridge. This is a second way heroes will use to get to your dungeon. Careful as there are 2 lvl 10 horned reapers: one in the southern dungeon tunnellers come from. He is on a guard post, however will run free if he leaves it. The second one is behind the doors of the south-west temple with water cross. After the hero dungeon heart is destroyed, a couple of knights,monks, one fairy, avatar and witch will spawn. Defeat them and you win.

Lighthouse Underground
When you start you're out of gold, no creatures. Wait for a tentacle to spawn. Lucky for you the tentacle snatched some gold from heroes. Kill it by either slapping or letting it die somehow and pick up the gold it drops. Now you've got gold to summon imps. As soon as you do a starter counts: a random boosted hero with a hellhound will attack your dungeon and you must prepare for them until then. Do not dig all the gold: you will build lair around one slab of gold so the warlocks you'll attract will level up by resting. Also place the lair for tentacles close to water for the same reason. Claim the portal, claim the path to the east, getting lair and a hatchery. Now whenever you feel ready to take on 6 level 1 tentacles, dig west until you reach path connecting hero gate to water. Look for braced door: the tentacles guarding the library are located there.
Now there are 2 hero dungeons in this land: south-west one, there you'll find training room (creature levlel is limited in this scenario), heal and call to arms spell and a workshop. In the south-eastern one you can find 3 bile demons (and more will become available through portal), 2 dragons, some imps, speed creature and must obey spells. Also some dungeon specials. List through the ressurect creature special: you can ressurect horned reaper! You do not have to choose between the 2 dungeons, both of them are very possible to raid in time.

Relic Tunnels
Dig from the south of your training room about 5 tiles east, so you can get to water only through the corner of path. Let the two tunnellers fortify the walls near the corner, but before they do possess one of the tunnelers and lead him to the scavenger eye on the altar. You should hear a 'magical' sound upon activating the scavenger. From now on it's a 'time attack' map as the heroes will open a path to the green keeper in about 25 minutes. Now up to 5 tunnellers will be spawning once in a while, however you have to pick them up as there is no path to your dungeon heart (if there was, the dragons would have attacked you). Ignore the allied blue keeper for a while, do not train your tunnelers and dig west hugging the unpenetrable rocks, so you do not accidentaly open a path for dragons. There are tunnels to the north and lava maze to the south. A slapped level 1 tunneller will barely make it to the end if you know exactly where to go, but giving it a few tries will be worth it: a couple of lvl 3 hellhounds are at the end of the lava maze.
Lose no time: explore the tunnels, if you find imps take extra care so they survive as soon you'll have no tunnelers and you will be unable to summon any more imps for a while. Dig all the way to the north until possible, then east. There you'll find some demon spawns and orcs. Train them and continue exploring the tunnels. The door behind the first knight you encounter lead to the room with the hero-wiping spell. Now make sure you've got a few imps as your tunnelers die off before you touch the altar. If not, use ressurect special you might have found to revive one. Or revive a tunneller later. Possess a creature and touch the altar. There are three possibilities depending on how quick you were:
1) a path to green keeper is still closed: that's ok as the tunneller has yet to spawn
2) the last tunneller spawned but the spell killed him, leaving the path to green keeper closed: never mind, another parties will spawn and open the path
3) the last tunneller spawned and the path to green keeper is open: use cave in spell (if you found it) to scare away the imps claiming your territory if you haven't found the kill-switch yet
As the path opens and all of green keeper's creatures are dead, defeat the keeper and claim his prison. Now all you need is a torture chamber for your prison. The blue keeper has one! De-ally (by clicking his face in info panel) the blue keeper and claim the larger one, leave the smaller one to him! Ally him again so he won't attack you or reclaim the room you stole from him. Convert some heroes but keep in mind you'll lose them again so don't worry about converting them too much. Turn the higher leveled one into skeletons. The haste isn't over yet, as you'll have to continue exploring the tunnels so that you can safely reach the second spell at any time before the parties get overwhelming. As soon as you have the destroy walls spells do use it two times: first time to break the wall leading to the spell (just defortify it so you won't accidentaly touch it) and the second time to break the wall northern of blue keeper's portal. As soon as you do it possess your imp and dig the penetrable rock close to blue keeper's portal. He'll soon claim it. You cannot attract any creatures in this land, but the blue keeper can and will do it very quickly. As soon as he has about 10 creatures, de-ally again and imprison and convert all his creatures. His creatures do not return into portal so be careful: there's no second chance. Also that makes him now useless, destroy his dungeon heart.
If there is a long pause between hero waves (you should get a message about it) prepare, as soon you'll use the spell: lots of high level heroes will spawn all around the dungeon. After they are wiped out you are out of spell charges but there's one final party coming to pay a visit! Defeat them and you win.

One Shot
This is a puzzle type of map. To defeat the knight and samurais that will spawn you'll need a boulder trap. To get to the boulder trap (just east behind the portal) you'll need a flying creature to fly over there, destroy the scavenger and reclaim** the area around it. To get a flying creature and a call to arms spell you need library.
Library is located in the north-west corner of the map. Surrounded by giants. However you'll only get trolls in this land who will not research. So you'll need a, let's say, warlock. Open the map. Do you see few slabs of impenetrable rock east to your dungeon? That's where the warlock is located. To get there claim the portal, hatchery south and north to the portal(timer will begin) and get the reveal map special east to your treasure room. Now you can see how to get there, where to get additional trolls, where to free imprisoned allied keeper's warlock, etc. Call to arms spell is located to the west of the library - in the lava room with an archer. Build one slab of bridge, pick it up, sell it and you've got it. Now flying creature. Notice the torture chamber in the room to the center-east. Use one of the trolls: lead him there in possesion mode (using the cave with near the transfer special), cast call to arms spell on torture room until he destroys one slab of it close to the wall. Reclaim** the tile close to wall, dig through it and you've got torture chamber: put one troll in there to create a ghost. Now do the same thing to the rooms near scavenger, pick up the boulder and place it in the cave close to dungeon heart, save it after the party spawns, and activate the boulder by hand when you feel like it could hit them. Good luck.
If you're doing the challenge, a message will appear once all the heroes are dead. The transfer special is on an unclaimable land and if solved how to claim it, you'll be able to transfer one of your creatures into the next realm (I recommend transferring level 10 troll). Theoretically, you could also transfer one of some other creatures but it's not worth the work. Don't forget the hidden world special!

**reclaim: how to create a unclaimed tile on a land that is already yours? Make one of the trolls angry, build barracks where you want the unclaimed tile and put the troll in there. He'll soon destroy it. This way if you claim it, the wall next to it changes to unfortified if not adjacent to its native tile. This might be necessary if you claim all the tiles next to the fortified wall that needs to be dug.

Springs Execration
In this map you'll be facing occasional hero visits and a green keeper that only has vampires. There are 4 hero dwellings, which when captured will spawn low level heroes for you. However when claimed all, it is capable of spawning a very decent hero party with improved levels for you. As the first one I recommend getting the blue dwelling (the north one) as on the way you'll find a couple of level 10 trolls and a big workshop. Simply touch-possess the flame to capture it. You can get to the red one by the same tunnel that leads to the west of your dungeon heart. Beware the heroes there, though. Near the green one you'll find beetles, great along with spiders for sacrifice in the temple located to the north-east (look for impenetrable rock).
Green keeper's vampires' levels are limited, although not forever. Defeating him right after you have at least 4 level 7 mistresses gives a huge financial advantage. If you choose to dig to the north-east corner for boulder trap you'll be dealing with one more hero gate, however at least the green keeper's vampires army won't be growing.
As soon as orcs andd mistresses reach level 10, place them into workshop to make traps. There is also fairly guarded steal hero special both in the north-west and south-west corner.

Abandoned Sanctum
In this level you'll have to find and destroy every insect lair there is. Dig to portal, then north, claim the library, workshop (behind the doors). And when ready claim the small hatchery. Continue digging north-west for gold, keep one slab of gold so the warlocks can rest-level. Do you see the graveyard to the east? Well you're going to have to go round the large center area to get it, so forget it for now. Continue to the small white dungeon with two tiny treasure rooms. Now from there you can choose to go north-west or east. North-west leads to a hero dungeon with two monks ready to claim straight away. After you do that continue the east route, dig all around to the graveyard. On the way, at about south-east to the map center you'll find a rooms with libraries around, there is a lvl 10 imp-spawning portal behind the magic door! Claim it. After you get graveyard and a few vampires, dig form graveyard to the north: you'll dig into a training room. From there finally dig into the big hatchery, but be careful as it is crawling with bugs! When your vampire reaches level 2, possess and go all the way through the insect tunnel located south to your first workshop. At the end you'll fly over the lava to find 2 unclaimed witches! There is also a level 5 troll with increase special in the north-west corner of the map. Next level up your creatures, raid hero dungeons, especially the north-eastern one. Wizards, bile demons, and even convertable monks await there. Destroy every lair and survive the insect attacks and the land is yours.

Fervent Asylum
Quickly claim the temple and barracks and put the horned reapers destroy the door leading to the graveyard. Or don't if you don't care for vampires and you want to save yourself from a high lvl party spawning there right after you claim your second library. The choice is yours. Now what somewhat useful at the beginning, dig south form your temple and you'll find unowned tentacles and some water and lair - place them there to rest. After third barracks is claimed about 10 high level barbarians will spawn. Try to use the reveal special as soon as possible (located to the hero start room close to your dungeon heart. Do not dig through the 'gold room' located in the center-west area of the map. At some point, lots of lvl 3 dwarves will spawn. Defeating them is not a huge problem, however this will advance your progress in the map fairly, so if you don't you'll buy yourself some time. There is a training room lightly guarded to the south of the gold room just mentioned. Destroy the heroes' dungeon heart before the heroes destroy yours - or before you'll run out of gold.

Just south of your dungeon there is an unowned avatar and horned reaper. There are two ways to get there: one way is to get to the end of the map and get the destroy walls special. The other is much faster: dig out the gold located close to the entry of your dungeon (the 2 magic doors and a guard post). Dig around it as well. You'll tunnel into a cave with 2 dwarves. Defeat them and dig the gold vein they are guarding, there a level 5 vampire will join you. Dig the corners of the room with avatar. Train the vampire until he has wind, cast call to arms(found close to the first workshop) right in the corner of the room, place your creature there and use the vampire to blow the creature through the corner, claiming avatar and the horny. For the room with specials, you'll have to use destroy walls.

The Phoenix Penitentiary
Possess the warlock, walk out of the dungeon by heading east and then north over the lava. There defeat the 2 dwarves and pick a door to destroy. As soon as destroyed quickly depossess the warlock and pick the your new imps up. Be careful with imps, as you'll be unable to summon more until you claim library. Now start taking over the territory around your dungeon heart. Start by the largest room. There, 2 warlocks will join you. Next the room to the north which is the most eastern one for another warlocks. Dig the gold close to your treasure room however keep one slab for warlocks. Now you can, for example, take over the north-east hero dungeon with archers and one barbarian. Kill them with your most skilled warlock in possesion. There is a training room, boulder trap and a few of your warlocks. Don't get too greedy with gold, as going above 70,000 will spawn level 10 thieves. You know how annoying can invisible thieves be? Raid the big hero dungeon in the center. Careful, as there is a level 8 witch behind the third braced door. Before you breach there, dig one tile west in the room before her. You'll find a warlock and a ressurect special. Let the witch activate rebound and then when it wears off quickly drop your warlocks to kill her with meteor. Now a room with 3 doors is open. Do not rush straight into the library, visit the other 2 paths to free some more warlocks. In the southern corridor you'll locate the first knight - do not defeat him yet if you wish to convert and take knights to the next level. After you break the door leading into the library let one dragon let out and wait for the second one. Drop one warlock so he the dragon fires meteor, pick him up and drop full hand warlocks. After all of them cast meteor, pick them up again. Do this for both dragons if you have trouble defeating them.
After the library is claimed finish the hero base: continue by the west doors north but skip the north iron door (leading to room with gems) for now and turn east. There is an empty room behind the iron door which when claimed, the fortified walls become penetrable - dig through them and you'll find hellhounds - your new door breakers (if you haven't transferred barbarians from bonus).
By now you've probably noticed you're getting raided by 2 kinds of parties, one of which are fairies. You should interfere and stop them before a dozen of rebound ready fairies show up. Lucky for you it is very simple. To do this possess one of your hellhounds and lead him all the way through the small cave to the altar and touch it. Do not waste the time breaking all the magic doors: let the heroes open them up for you.
Back to the last room: as soon you claim tiles close to gems a party of high level fairies with tunneller spawn in the passage preventing you from raiding the second, south-western dungeon. Defeat the fairies, claim the passage and dig through to few level 6 samurais. Find the iron door, claim the slab they stand on and dig through the one rock. You'll have access to the hall leading to the area you can see on map. In the north-eastern corner of the room is located create imp spell. So another reason to visit it. Progress through rooms, wiping them out but skip the dungeon heart for now. East to end passage with 2 wizards, the green keeper is located. You are terribly outnumbered, however most of his creatures are tentacles known for their sluggish regeneration and a few ghosts and skeletons with no heal ability. Break into his dungeon, and soon as you encounter his army, try to cast disease and back off. (or if you don't care about converting knights, just let the green keeper fight the army at hero heart) You'll notice the disease spreads through his lair straight away, if not attack him again and let him spread the disease on his creatures once again without the need for casting it again. After a while your warlocks will have no problem defeating the green keeper's army. Do it and claim his torture chamber. Now you can start converting. After the first knight is dead or converted another one will show up in about 8 and a half minutes in the north-eastern hero dungeon. The only thing left to take care of is the blue keeper. Put all your warlocks into scavenger room to scavenge him off the warlocks he has. Now use the same tactic: build a bridge to the blue keeper attack him, disease and back off. Make sure to sell the bridge. Soon his orcs and mistresses die off and you should have no problems defeating his avatar and the remaining knight that is walled in the south-east. Cast armageddon spell to summon him. Convert or kill and you win.

Mill Vault
So which fort do you want to raid first? Choose one. Also choose one of the four path that you'll close with your lava path (located in one of your rooms guarded by giant). Do not put any more traps in there as the heroes won't use that path. Apart from fairies of course. Get rid of the prisoners. Either slap them to death or wait until your spiders have freeze and drop them close to prison to save yourself lots of clicks. Also be careful so the invading heroes don't destroy the important rooms you can't build. Do not sell all the prison: convert some level 10 heroes already in your dungeon (giants and archers...) into skeletons. You are limited to 8 skeletons in this scenario.
Hero waves will seem like a child's play at first but soon become quite challenging. Progress to each fort is rewarded the same: a boulder trap, levels 5 and 7 neutral monks, some gold and the final reward with room and creature spawn. Careful, as the creatures will only continue spawning if at least one of a kind is under your command. Before you break into forts, dig through the gold located the northernmost and southernmost to find 2 hellhounds. Make sure to put them into training room. There are also some neutral level 10 imps to find. You will be able to claim 2 or 3 creature dwelling if you hurry up. Perhaps all of them? Didn't manage to yet. The final party spawns after the two couples of archers and giants are over.

Westward Bound
I won't go into details with walkthrough of this level as it would be too long. Basically all you need is in messages and objectives. The difficulty of parties behind doors is suggested by the door type: the stronger the doors, the stronger the party. Careful, as warlocks' meteor might free the creatures you do not want to free. The final hero base to the very south has some boulder traps inside. Beware as they might erase half of your party. Once you destroy the dungeon heart 2 reapers probably invade your dungeon. Hurry up and free the creatures behind the white dungeon heart room. Use multiply creatures special only after you have all the creatures, used up all increase and ressurect specials. Good luck in the final battle!

Bonus 1: Cloud Temple Ruins
A the start of the level you're walled in by yellow keeper. Look around the map and you'll see a bit of area the yellow keeper is about to claim and a little bit of water with giants. How to get out? Surely you've noticed the first time you've had played this game what happens when an imp claims an enemy tile. He breaks it into a unclaimed path for a moment and then claims it. So first, wait for the yellow keeper's imps to go get near the portal and once they claim the neutral claimed tile quickly drop your imp there. Possess him and walk him southward along the impenetrable rock straight into the area with giants. Giants will eventually march to his dungeon and defeat them. Now when his dungeon heart is shattered, it is your time to open up. See the boulder trap close to your dungeon heart? You've guessed it: you're going to use that against them. Lure the giants somewhere far away from your dungeon and yellow keeper's workshop so your imps can claim it and transport the trap in there. Deploy it and kill the giants with it. Build up your dungeon and head west to the barbarians guarded ruins.
The blue keeper will try to enter the center ruins area at some point. He is quite slow so no hurries, but be careful: if he does reach the hero dungeon heart and manages to destroy it (or you), dozens of lvl 10 barbarians will spawn and if not prepared, they might defeat you easily. Defeat the blue keeper, destroy the dungeon heart, eliminate all barbarians and the victory is yours. There is also a bunch of fairies about 4 tiles west and 3 north from the southernmost hero guard post. Although no transfer special in this map, if won, barbarians from this land will be joining you randomly throughout the campaign.

Bonus 2: Thieves Den Detour
There are 3 ways out of your dungeon: south leading to lava, west leading to horned reapers who are about to attack you, and east. The lava trap you have will prevent them from reaching you, so you're safe. Possess one of your imps and head east. Run around the giant, dwarves until you reach a dead end. Notice that one fortified wall can be dug through. Dig through it and you'll create an unclaimed path. This is a checkpoint for your imps, you can drop them here any time. And to any unclaimed path you'll find. Now for the most difficult part of the map: run over the guard post avoiding hero missiles and try not to fall. Dig through the rock at the end. Now you'll have to run over lava and choose one of 3 doors: the middle one heading west contains 5 more imps. The eastern magic door leads to the part of dungeon you should visit first. Approach the doors and let one of the giants behind (or out) to open them. Now you'll have to avoid a few boulder traps and one thief. The thief guards the gold pot to the south of him. Pick it up and pick up your imp. Put the gold into treasure room. The bridge should be now available. Save your game and build it from the south of your dungeon over the lava as far away from it as you can. Make sure you build the farthest reaching bridge possible otherwise you will not have enough soon and it becomes unwinnable. Continue with the west lava room, make the giant open the other magic door. Run over the lava and dwarves and let the monks open magic doors for you. You are now in the room with poison gas traps. The room can be crossed without triggering a single one but you probably won't be that lucky. However on the third or forth try, when the traps are visible it becomes possible. Now continue past the transfer creature special. 4 areas are ahead of you: lava and isles with warlocks and wizards, large area with boulders (with a room with more imps!), guard posts over the lava and then small passage where you'll find unclaimed land with final gold pot (if imp takes it just drop him to treasure room). Now you have just enough of gold to build bridge connecting your dungeon and the first isle separated by temple slab. There you'll find an unowned thief.
Save the game. Slap and posses the thief, cast invisibility and run through the reapers, break the door and continue forward. You'll activate a lava trap. If you get stuck there quickly deposses and pick up the thief so he won't get eaten by reapers. Next part is kind of difficult and you only got one try so make sure you saved your game. Go north just behind the temples and a lava trap. Defeat the wizard on the guard post. Stand next to the braced door and break it without activating the boulder trap behind it. Cast invisibility and wait for it to take effect (only about a few seconds but it's not instant). Ignore the boulder trap for now a go have a look what it looks like at the end of the passage: an anvil, horner reaper on a guard post and iron door. What you'll need to do is to activate the boulder trap and let it kill the reaper. After he's dead it's safe to smash the iron door find the dwarf and take the gold pot behind it.
Save the game. Build 5 more slabs of bridge so you can get to the room with lvl 10 archers and wizards. What you'll need to do is to break the iron door in possesion when the heroes are firing at you. Use the dwarf with his rebound. Now hop over the guard posts again - this will take some tries as there are lava traps. Defeat the wizard, archers and samurais at the and, break the door, claim flies and make sure you get the call to arms spell. If not, touch it in possesion. Ensure at least one of the flies stays alive. Cast call to arms to the warlock lair located to to the south of the call to arms spell altar. Possess the fly, fly over there and let it attack the lair. Now all the gold pots are on claimed land, however if you cast warlock's word of power spell they get moved. Move them to the unclaimed land, cancel the call to arms pick up the gold. Now connect the bridge the bridge to the final south area but in a way that the heroes will not get to your dungeon. Just build the bridge one tile north-west to the temple near lava. Get there with warlock in possesion by corner crossing. Once you're there you need to blow away or move with word of power all the heroes there to the lava surrounded by temple. Once they all gather on the one tile surrounded by lava start shooting meteors at them in possesion. Once they're dead destroy the dungeon heart and dig to the transfer creature spell. The dwarf died misteriously, however 2 witches appeared out of nowhere. Good for you, they make better troops.

Re: CAMPAIGN Assmist isle (2019)

Great, I checked out the script of the first 2 levels, and see you used some new script commands. I've actually made a map to demo them, but I never finished play-testing it. I don't think most people really appreciate how much can be done with the 'add_to_flag' command. I'll properly check out your maps sometimes.

Re: CAMPAIGN Assmist isle (2019)

I played the first one, and managed to beat it. Not on the first attempt mind you, this is a map that requires a lot of speed but since you are in the dark you will be very careful. You even have quite a bit of story to read which takes time you don't really have. The reaper came, the reaper destroyed.
On my second attempt I knew I could just go safely to the right, dig rooms for my dungeon, mine as much gold as I could before my ally took it all and train up my bile demon, 4 warlocks and 2 demon spawn with lots of slapping an speed and what not. When the reaper came this time my ally had two creatures (the others he lost to tentacles) and my units were level 4. I was sloppy with dropping my warlocks and lost them to the reaper, but imps saved the day. They fought the reaper while on the dungeon heart from an angle where he could not hit them back, and 2 imps killed the lvl10 reaper.

My respects if you manage to take out those lvl8 dwarfs before the bonus timer runs out in your play tests, but I don't think I can manage that, so I'll go to lvl2 without the bonus gold.

Re: CAMPAIGN Assmist isle (2019)

Uploaded a new version with few changes below. I said to myself I won't be uploading a new version after every single note lol but I feel feedback on first level of a campaign is especially useful so the players continue playing.
-tunneler appears when player summons his first imp or ally player builds a training room
-did the same for 4th level, other levels already had the 'feature', or was not that necessary (we'll see)
-dwarves are now 1 level lower and the time for gold transfer slightly increased. Still pretty difficult to get it in time, but doable, tested
-horny health boost decreased slightly
-added neutral spider near the gold = player has a creature with freeze now (although mine got destroyed by Dr. Goldstein before horny showed up)
-fixed some typos throughout the campaign
-used the proposed code for 10005, no gameplay changer

Re: CAMPAIGN Assmist isle (2019)

Since you got me playing again, I first completed my demonstration map on the add_to_flag command before I moved on to the second level of your campaign.

I really like the map, you seem to have picked up the techniques I demonstrated on my maps, but you're actually creative enough to make good maps with them. I actually restarted a few times at the beginning, but that was still fun because I just screwed up and you made clever ways around that. For example I accidentally claimed the workshop with all the units so they killed me. After that the fairies at the workshop gave me (especially my imps) quite some trouble. I decided to save-scum your levels, because otherwise I'll be there forever, and I believe you design your maps around that.
After I got past the lvl9 fairy I managed to get the ball rolling a bit and started making some good progress on the map, unfortunately most of my vampires were dead before I got to the training room and I never got a large amount of them. With the training room they were easier to keep alive, but you started attacking with larger parties as well, and I kept losing my imps when a massive hero party came, so I could not bring all those bodies to the graveyard fast enough. This kept my vampire numbers low, I think I had 8 before I noticed they kept dying on their own. I don't know if this is by design, but after I already lost a few I got the message that I would keep losing them. Perhaps you can be a bit generous here for the players who are struggling and leave us with a certain minimum.

But when I was using my 6xlvl3 + 1xlvl5 vampires to kill the lvl8 samurai in the center some huge army attacked and this time the yellow keeper was overwhelmed as well and since I was no help I died as well.
I'll certainly try again another day from a bit older save to see if I can kill the samurai just a bit quicker to claim the graveyard there.

EDIT: I finished level 2, I really enjoyed it. One of the best - if not the best - DK map I've ever played. The difficulty here I think is spot on for experienced players, the map is polished really well, tons of secrets, nice use of hidden tunnels.
As a small point of criticism though, I remember the bonus objective of not getting any angry vampires, and I think I succeeded, but the game tells me nothing. Not when I win and not when I start the next level. I do start out with 2 vampires, but don't know if those are my bonus vampires, or if I would have gotten more if I did get the bonus.

Re: CAMPAIGN Assmist isle (2019)

I played it today and managed to win on the first time. I started digging far to the west, discovered the level 2 warlock, built treasure room and mined the gold to the west, near dungeon heart. Barbarians started spawning but they didn't touch my lvl 2 warlock. I discovered the graveyard with lots of ghosts in there and broke into the library and claimed it. Claimed the workshop, although it took a few times but since dwarves had no heal it was just a matter of few minutes. Noticed the hero gate just west to the workshop through the sight spell so I walled the potential party in. I next headed to the north where I discovered tentacles and dragon, also got some more warlocks from somewhere, built lair next to water, lava and gold so they level up. I heard lava so I dug to the northern pool getting one more dragon. I saw samurai close to the lava pool so I dug towards there without opening path for samurais to reach me. Witch came out but was rekt by vampires. Meteor'd the samurais and giants inside and claimed the torture chamber but I never got prison so no converts(forgot to dig to it). It was just then when I first decided to sacrifice my 2 remaining imps in hope I get some more and really did. And discovered the yellow keeper. Fortified the workshop, placed one poison trap I managed to get near the northern treasury and defeatet the first monk. Then the monk to the very west and then the last one near the yellow keeper. It was fun and quite enjoyed playing it however I never managed to get to the west dungeon with gems before the yellow keeper is defeated. I understood you're just not meant to. Also my creatures at the end were getting annoyed for some reason and were deserting. That's when I decided to take on the yellow keeper.
I checked the script and you really did use the add_to_flag to the max. I also liked the version check at the start, can I just copy it into the first map?

Originally Posted by YourMaster

EDIT: I finished level 2, I really enjoyed it. I remember the bonus objective of not getting any angry vampires, and I think I succeeded, but the game tells me nothing.

Thanks, glad you liked it. There is a message if you're unsuccesful at it, but yes the player has no way to know. Will hotfix when I upload a new version.

Re: CAMPAIGN Assmist isle (2019)

Originally Posted by kix

I checked the script and you really did use the add_to_flag to the max. I also liked the version check at the start, can I just copy it into the first map?

Yes, of course. I made this map to demonstrate some uses of the add_to_flag command, so I'm happy to see the script command used in this or other creative ways. I hope it provided you with some inspiration, even if a bit late. Now the game can count.

And there's no prison on the map, the torture room can be used to create ghosts from vampires or your other units, which can then be used to take on the yellow keeper. On strategy you did not use was using lots of high level ghosts to create lots of traps. There's not much to the east, just stuff you can use possession/cta/barracks for, most important thing is the monk.

EDIT: o, and the creatures probably get annoyed because they get disturbed in their sleep.

Re: CAMPAIGN Assmist isle (2019)

Oh boy a new campaign, amazing! I was highly impressed by your Dungeons and Keepers campaign and had alot of fun playing it. In fact now that im posting this, i want to thank all of you mapmakers for the awesome free content you are sharing. I played and enjoyed every map and campaign that you can find here, so thanks to all of you for the work you are putting into this and keeping this game alive for so many years!